NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/AI/Conditional/BTAutoFight.cs

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using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
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using Gameplay.Unit;
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public class BTAutoFight : Conditional
{
public SharedBattleInfo SharedBattleInfo;
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private GameUnit _owner;
public override void OnStart()
{
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
}
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public override TaskStatus OnUpdate()
{
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if (_owner.commonData.canControl) return TaskStatus.Failure;
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return SharedBattleInfo.Value.AutoFight
? TaskStatus.Success
: TaskStatus.Failure;
}
}